Normalizer Shader

标准化着色器

Basic 基础Shader 着色器

Normalizer Shader

标准化着色器

The texture shown at left was placed in the Bump channel and the Normal channel, respectively. 左边显示的纹理分别放置在 Bump 通道和 Normal 通道中

Using the Normalizer shader (placed into the Normal channel) you can use common textures that were usually used in Bump maps in the Normal channel. The Normalizer evaluates the contrasts to ascertain the location of edges and uses this information to calculate a Normal map. As a reminder: Normal and Bump maps basically work the same. Information coded in RGB images affect an object’s (geometry) surface Normals when rendered and feign a detailed structure. Contrary to Bump maps, Normal maps can also, alter’ the direction of the Normals, which makes it possible to create realistic effects (note the specular light on the bumps in the image above).

使用标准化着色器(放置在标准通道中)你可以使用普通的纹理,这些纹理通常在标准通道的凹凸贴图中使用。标准化器通过评估对比度来确定边缘的位置,并使用这些信息来计算法线贴图。提醒一下: 普通贴图和凹凸贴图基本上是一样的。在 RGB 图像中编码的信息在渲染和假装一个详细结构时影响物体(几何)表面法线。与凹凸贴图相反,法线贴图也可以改变法线的方向,这使得创建逼真的效果成为可能(注意上图中凹凸处的反射光)。

Additional information regarding the Normal channel can be found here.

关于 Normal 通道的其他信息可以在这里找到。

Tip: 提示:
When using the 当使用Noise shader 噪声着色器 in the Normalizer shader, the 在标准化着色器中Space 太空 setting should be set to 设置应该设置为UV (2D) 紫外线(2D) because the Normalizer shader only works with 2D shaders and not with 3D shaders. 因为正规化着色器只能用二维着色器而不能用三维着色器